Cleanups to completion flashes: all four of these games used to

redraw the whole window _every_ time game_redraw() was called during
a flash. Now they only redraw the whole window every time the
background colour actually changes. Thanks to James H for much of
the work.

[originally from svn r6166]
This commit is contained in:
Simon Tatham
2005-08-05 17:17:23 +00:00
parent 56e01e54fa
commit c321a88408
4 changed files with 66 additions and 40 deletions

View File

@ -859,7 +859,7 @@ struct game_drawstate {
int tilesize, crad, rrad, w, h; /* w and h to make macros work... */
unsigned int *grid; /* as the game_state grid */
int started, reveal;
int flash_laserno;
int flash_laserno, isflash;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@ -1112,6 +1112,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
memset(ds->grid, 0, (state->w+2)*(state->h+2)*sizeof(unsigned int));
ds->started = ds->reveal = 0;
ds->flash_laserno = LASER_EMPTY;
ds->isflash = 0;
return ds;
}
@ -1266,7 +1267,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
isflash = (frame % 2) == 0;
force = 1;
debug(("game_redraw: flashtime = %f", flashtime));
}
@ -1299,6 +1299,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
ds->started = 1;
}
if (isflash != ds->isflash) force = 1;
/* draw the arena */
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
@ -1324,6 +1326,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
ds->flash_laserno = ui->flash_laserno;
ds->isflash = isflash;
{
char buf[256];

View File

@ -2384,7 +2384,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
struct game_drawstate {
int w, h, started, tilesize;
int w, h, started, tilesize, bg;
signed char *grid;
/*
* Items in this `grid' array have all the same values as in
@ -2723,6 +2723,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->started = FALSE;
ds->tilesize = 0; /* not decided yet */
ds->grid = snewn(ds->w * ds->h, signed char);
ds->bg = -1;
memset(ds->grid, -99, ds->w * ds->h);
@ -2963,11 +2964,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
(abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
v -= 20;
if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) {
if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
draw_tile(fe, ds, COORD(x), COORD(y), v, bg);
ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10);
ds->grid[y*ds->w+x] = v;
}
}
ds->bg = bg;
if (!state->layout->mines)
mines = state->layout->n;

View File

@ -1432,6 +1432,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
ds->started = 0;
ds->tileinner = ds->tilegap = 0; /* not decided yet */
ds->tiles = snewn(state->n, int);
ds->bgcolour = -1;
for (i = 0; i < state->n; i++)
ds->tiles[i] = -1;
@ -1564,7 +1565,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* no animation); when we do we might well want to be looking
* at the tile colours from oldstate, not state. */
if ((oldstate && COL(oldstate,x,y) != col) ||
(flashtime > 0.0) ||
(ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) {
tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);

View File

@ -1063,6 +1063,8 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
struct game_drawstate {
long tilesize;
int bg, dragpoint;
long *x, *y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@ -1236,14 +1238,23 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->tilesize = 0;
ds->x = snewn(state->params.n, long);
ds->y = snewn(state->params.n, long);
for (i = 0; i < state->params.n; i++)
ds->x[i] = ds->y[i] = -1;
ds->bg = -1;
ds->dragpoint = -1;
return ds;
}
static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->y);
sfree(ds->x);
sfree(ds);
}
@ -1265,7 +1276,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
int w, h;
edge *e;
int i, j;
int bg;
int bg, points_moved;
/*
* There's no terribly sensible way to do partial redraws of
@ -1280,6 +1291,43 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
else
bg = COL_FLASH2;
/*
* To prevent excessive spinning on redraw during a completion
* flash, we first check to see if _either_ the flash
* background colour has changed _or_ at least one point has
* moved _or_ a drag has begun or ended, and abandon the redraw
* if neither is the case.
*
* Also in this loop we work out the coordinates of all the
* points for this redraw.
*/
points_moved = FALSE;
for (i = 0; i < state->params.n; i++) {
point p = state->pts[i];
long x, y;
if (ui->dragpoint == i)
p = ui->newpoint;
if (oldstate)
p = mix(oldstate->pts[i], p, animtime / ui->anim_length);
x = p.x * ds->tilesize / p.d;
y = p.y * ds->tilesize / p.d;
if (ds->x[i] != x || ds->y[i] != y)
points_moved = TRUE;
ds->x[i] = x;
ds->y[i] = y;
}
if (ds->bg == bg && ds->dragpoint == ui->dragpoint && !points_moved)
return; /* nothing to do */
ds->dragpoint = ui->dragpoint;
ds->bg = bg;
game_compute_size(&state->params, ds->tilesize, &w, &h);
draw_rect(fe, 0, 0, w, h, bg);
@ -1288,27 +1336,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
*/
for (i = 0; (e = index234(state->graph->edges, i)) != NULL; i++) {
point p1, p2;
long x1, y1, x2, y2;
p1 = state->pts[e->a];
p2 = state->pts[e->b];
if (ui->dragpoint == e->a)
p1 = ui->newpoint;
else if (ui->dragpoint == e->b)
p2 = ui->newpoint;
if (oldstate) {
p1 = mix(oldstate->pts[e->a], p1, animtime / ui->anim_length);
p2 = mix(oldstate->pts[e->b], p2, animtime / ui->anim_length);
}
x1 = p1.x * ds->tilesize / p1.d;
y1 = p1.y * ds->tilesize / p1.d;
x2 = p2.x * ds->tilesize / p2.d;
y2 = p2.y * ds->tilesize / p2.d;
draw_line(fe, x1, y1, x2, y2,
draw_line(fe, ds->x[e->a], ds->y[e->a], ds->x[e->b], ds->y[e->b],
#ifdef SHOW_CROSSINGS
(oldstate?oldstate:state)->crosses[i] ?
COL_CROSSEDLINE :
@ -1326,12 +1354,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
int thisc = (j == 0 ? COL_POINT :
j == 1 ? COL_NEIGHBOUR : COL_DRAGPOINT);
for (i = 0; i < state->params.n; i++) {
long x, y;
int c;
point p = state->pts[i];
if (ui->dragpoint == i) {
p = ui->newpoint;
c = COL_DRAGPOINT;
} else if (ui->dragpoint >= 0 &&
isedge(state->graph->edges, ui->dragpoint, i)) {
@ -1340,23 +1365,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c = COL_POINT;
}
if (oldstate)
p = mix(oldstate->pts[i], p, animtime / ui->anim_length);
if (c == thisc) {
x = p.x * ds->tilesize / p.d;
y = p.y * ds->tilesize / p.d;
#ifdef VERTEX_NUMBERS
draw_circle(fe, x, y, DRAG_THRESHOLD, bg, bg);
draw_circle(fe, ds->x[i], ds->y[i], DRAG_THRESHOLD, bg, bg);
{
char buf[80];
sprintf(buf, "%d", i);
draw_text(fe, x, y, FONT_VARIABLE, DRAG_THRESHOLD*3/2,
draw_text(fe, ds->x[i], ds->y[i], FONT_VARIABLE,
DRAG_THRESHOLD*3/2,
ALIGN_VCENTRE|ALIGN_HCENTRE, c, buf);
}
#else
draw_circle(fe, x, y, CIRCLE_RADIUS, c, COL_OUTLINE);
draw_circle(fe, ds->x[i], ds->y[i], CIRCLE_RADIUS,
c, COL_OUTLINE);
#endif
}
}